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Thevshi

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  1. The pirate actually has a remote chance to make that, but does not, so he is out!
  2. That his, and he gets a 24 on his toughness save, so picks up another bruise.
  3. As they made their way into the house, Velocity studied the gathered gorilla soldiers a bit as she looked for any signs of mischief. Thankfully they appeared to be behaving, although the speedster noted their somewhat miss-matched appearance. The ragged appearance certainly seemed to hint to the possibility they were not Gorilla Island's normal military force, instead perhaps just a collection of gorillas that were loyal to Harridan, whether or not he had taken over the island. Once they were inside, the Freedom League member stood off to one side as Harridan greeted Gargantua. Velocity felt sympathetic to Gargantua, and was rather worried about just letting Harridan take Gargantua away. "If you would like Gargantua, we could help see you safely back home." She offered.
  4. SG: some slight edits to add for your post. There is a control panel to one side of the door, not a handle. Beyond the door is a small hallway to another door (ie the airlock between the depressurized cargo container and the pressurized merchant vessel), so you likely will need Memorial to follow you before shutting the first door and pressurizing the airlock.
  5. Also Shoe, you might want to take a look at character, who was also built as a superheroing stage magician. There would clearly be some differences between that character and yours, but could serve as a decent guide.
  6. Hey Shoe, interesting looking character, though there is some work that needs to be done for him. First, when you buy off CON like that, you need to also buy Immunity: Fort Effects (30 pp), otherwise, with no CON and no Immunity to fort effects, the character is just dead. The immunity is what makes him undead. Also, when you buy off CON like that, you have no CON adjustment, so it is just 0. Combat, if you could list how much your spending on BAB and BDB like this: 8 + 8 = 16 PP You have things a bit mixed up in order, take a look at other sheets for that. You also need to include your Knockback resistance. Saving Throws: It should be 2 + 2 = 4 as your spending two points on both Reflex and Will saves (and initiative is not part of saves, but part of combat where you have it). I do not see how you are getting Toughness +10. You have only bought 3 ranks or Protection, so you would only have +3 Toughness. For Reflex and Willpower, if you could note the components for each, for example: Reflex +3 (+1 Dex +2) Skills: Seems fine, though several seem a bit on the low side. We do not really use the profession skill. In this case, it would be covered by things like Slight of Hand and Bluff. Also, there is no Perform (Magic) skill, again, I think that would be better covered by things like Slight of Hand, Bluff, and maybe Perform Acting or Oratory. In any event, 1 rank of the skill means your character is just an armature, so might want to consider improving some of those. Another skill that might be useful for your character's background is Sense Motive. Feats: These are mostly fine, but you don't need Endurance, given that you should have Immunity to Fort effects. Also, for the Fascinate Perform, you would need to designate one of the performs, but, see above. Powers: You need to take a look at other sheets for how we format powers, you missing some things on a lot of them. Also, the powers in your magic array are somewhat low in terms of you meeting PL caps and the like. For the summon doves alt power, what are you seeing that doing? You need ranks of progression (ie multiple minions) for Horde to do anything. Homing also does not apply to this power. Perhaps some other power would achieve the effect you want, with the special effect being the flock of doves? As for the Noticeable disadvantage, I see you also have this as a complication, which is a bit of double dipping. I think it works much better as a complication. Ultimately I think this can be an interesting idea, but I am not sure it will be easy to pull off with 105pp (especially with the Immunity you need). What might be a good idea is use one of your PL 10 slots and build him with 150pp but with a lower PL cap, say maybe 8.
  7. "I believe one of them just gave us the rhythm for the knock." Dee replied as she repeated the five beat clapping rhythm. She then looked down at the children as she asked. <"And where do you all live? Nearby? Or another part of this compound?"> At the same time, she gave a mental reply to Erick's comment about wanting to try the underwater entrance. I think it might be better to avoid trying that way. After all, given those frogmen things and the talk of this Crocodile King, something tells me we would be at a disadvantage down in the water. Better to stick to where we are at least on even footing.
  8. SG: Yes. Rav: Yes as well.
  9. CLEVER EDIT QUIP by Fox Okay, Tsunami has 12 unspent power points to work with here, going to bring her up to PL 12. 1) Spending 2 pp on BAB (up to +8) 2) Spending 2 pp on BDB (up to +8) 3) Spending 1 pp to add a rank to her Forcefield (up to 6 ranks) 4) Spending 1 pp on another rank of Luck (up to 2) 4) Spending 1 pp to pick up Move-by-Action feat. 5) Dropping Attack Spec (Unarmed) (freeing up 2 pp) and spending that plus 2 more pp on 4 ranks of Attack Focus: Melee (total 7) 6) Spending 1 pp on +1 Reflex save (up to +12). 7) Spending 2 pp to improve her array up by 1 rank. Adding various things, underlined below: Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP] BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34}AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34} AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34} AP: Create Object (solid water) 14 (Feat: Precise) {29/34} AP: Trip 11 (Extras: Area [General, Burst, 50’ radius]; Selective) {33/34} AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34} Time Stop 4 (20’ radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100’ radius)) {30/34}
  10. I don't think that requires any pp to represent Goose.
  11. MAD SKILLS by Fox Okay, spending Synapse's 8 PP! Spending 3 PP on skills: 4 ranks of Pilot 4 ranks of Stealth 2 ranks of Computers (up to 12) 2 ranks of Kn: Technology (up to 10) Spending 2 PP on Enhanced Wisdom (up to 8). Spending 1 PP on another rank of Luck. Spending 2 PP on Dexterity (up to 16)
  12. Paradigm gets a 19 for initiative.
  13. Okay, Mecha is up on the Aphelion, Corona is up for moving over to the pirate flagship.
  14. Pirate Flagship Galvanic's punch struck the floating pirate solidly, knocking the humanoid alien out completely, making it easy for the small Tempestian grab ahold of the pirate and keep it from floating out into the void. The other three pirates did not waste any time in drawing their energy pistols from their belts and taking aim at the intruder. All three opened fire, but only one managed to hit Galvanic. However, the Tempestian was able to shake off the energy blast with little ill effect. The Aphelion As Mechanized and Memorial looked over towards the doorway into the airlock connecting to the merchant ship, they thought they saw some sort of flashes of light through the window on the door.
  15. He is a minion, and is out, so no need for the grapple roll to grab him from floating away. The other three pirates open fire with their blasters, getting a 13, 22 and 8, so one hit, a DC 20 toughness save for Gav.
  16. Okay, Ulysses will finish his recovery this round, and automatically succeeds on the check given his Con score. So, Miss Grue is up!
  17. GM Roaring with pain, the earth creature turns its head to focus on Tsunami. Sweeping one hand outward, it sends another blast of rock and earth flying at the Asian teen. Tundra then takes a step forward, pushing her hands out toward the blast, a glow forming around them. A similar glow starts to form around the rock and earth projected by the monster, but it flickers out and the blast continues onward unimpeded. Tsunami tries to dodge the blast, but is struck hard by several chunks of rock, her watery forcefield flickering wilding from the impacts. She is flung backward dozens of feet, slamming into the side of a truck that had similarly been ripped apart by the blast. While she was still conscious, the Asian teen was dazed and clearly hurt by the blast. Up in the air, Clover grabbed her twins hand once more, as she sent a beam of yellow energy down towards where Tsunami had landed. The villainess formed a yellow dome of glowing energy around the downed heroine, hoping to provide her some protection until she could get back into the fight. Meanwhile Crimson sent another red blast of energy at the earth creature, this time striking it squarely on the shoulder. Once again the creature let out a roar of pain. Tundra readied herself to try to counter any attack made by the creature, hoping to be more successful this time.
  18. The Earth monster is going to focus its attention on Tsunami now, sending a targeted cone attack at her. Tundra will use her saved action to try to counter the attack with her Earth Control. The earth creature gets a 28 power check, while Tundra gets a 19, so the attack goes as planned. The earth creature hits with a http://invisiblecastle.com/roller/view/4721313/'>27, which means Tsunami has a DC 36 toughness save due to her weakness to earth/rocks (OUCH), she gets a http://invisiblecastle.com/roller/view/4721314/'>16 on her first roll, will use a hero point to reroll, getting a 27, so bruised and dazed. Clover forms a energy dome over Tsunami where she lands to protect her for the moment. Crimson fires at the earth creature again, hitting with a 20, DC 27 toughness save, the earth creature gets a 26, so yet another bruise. Tundra will try to set up for another counter.
  19. Miss Grue slammed into the leg of the massive earth creature, causing it to let out a small roar. But the roar mainly seemed to be one of annoyance, as it did not seem overly affected by the impact. Giang paused a moment as the creature continued to either shrug off or avoid all the attacks of those still fighting it. The Asian teen was not sure what the condition of the man that had been stepped on was, but she hoped he was not too seriously injured. In the meantime, her and the others needed to try to do more against the creature. Focusing back on the massive form, Giang once again sent a blast of twisting coils of water toward the earth creature. This time the blast struck it squarely, blasting off some chunks of earth and rock and causing it to let out a roar that was more than one of annoyance.
  20. That does hit, but the creature makes its save with a 33. Round Eleven 18 Tsunami (unharmed, fatigued, 3 HP) 14 Earth Monster (bruised 4) 9 Clover (staggered) 9 Crimson (bruised 2) 9 Tundra (bruised) 8 Ulysses (Staggered, 0 HP) - starting to recover 7 Miss Grue (bruised 3, 2 HP) -2 def till end of round Tsunami will again Def Attack (-4 atk/+4 def), hitting with a 25, DC 26 toughness save. The Earth creature gets a 25, so it picks up another bruise.
  21. So, with Corona heading to follow Galv, we will be basically running two fights at the moment. So SG, HG, feel free to get in your actions when you want (though SG should probably go first). Rav, you'll need to wait for Ecal to go first before going for Corona.
  22. Thanks for reminding me Rav, Cornoa gets another Fort save vs the sickness (with a +1 to the roll) to overcome the effects. But yes, Galv has created an entry point, and if you're going to head that way, you will need to wait for Ecal to act first.
  23. Hmm, now that I think about it, seeing as we are sort of in three separate battles at the moment, and in the interest of keeping things moving, we will operate a bit out of order for now. So Rav, you can go ahead with what you want to do for Corona, HG, SG, same for you two with Mechanized and Memorial on the merchant ship. We will just resolve things this way round by round, and will go back to a more formal order when these separate fights merge or could effect the others.
  24. Round Six 24 Bloody Mess (unharmed, 5 HP) 21 Catseye (bruised 2) 18 Thug 1 16 Thug 2 12 Revenant (unharmed, 2 HP) 12 Machinefist (bruised 2) Mess is up! The darkness is still in place. Catseye makes her concentration roll to keep the darkness up 27.
  25. Okay Tiff, did you want to remove the daze effect with a HP, or just let it fade normally?
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